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Ray 2017-05-14 18:30:51 +02:00
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* *
* FEATURES: * FEATURES:
* - Library written in plain C code (C99) * - Library written in plain C code (C99)
* - Uses PascalCase/camelCase notation * - Multiple platforms supported: Windows, Linux, Mac, Android, Raspberry Pi, HTML5.
* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0) * - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl] * - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
* - Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF) * - Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
* - Multiple textures support, including compressed formats and mipmaps generation * - Multiple textures support, including compressed formats and mipmaps generation
* - Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps * - Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath] * - Powerful math module for Vector2, Vector3, Matrix and Quaternion operations: [raymath]
* - Audio loading and playing with streaming support and mixing channels: [audio] * - Audio loading and playing with streaming support and mixing channels: [audio]
* - VR stereo rendering support with configurable HMD device parameters * - VR stereo rendering support with configurable HMD device parameters
* - Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1
* - Custom color palette for fancy visuals on raywhite background
* - Minimal external dependencies (GLFW3, OpenGL, OpenAL) * - Minimal external dependencies (GLFW3, OpenGL, OpenAL)
* - Complete bindings for Lua, Go and Pascal * - Complete bindings for Lua, Go and Pascal
* *
* NOTES: * NOTES:
* 32bit Colors - All defined color are always RGBA (struct Color is 4 byte) * 32bit Colors - Any defined Color is always RGBA (4 byte)
* One custom default font could be loaded automatically when InitWindow() [core] * One custom font is loaded by default when InitWindow() [core]
* If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl]
* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads * If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
* If using OpenGL 3.3 or ES2, two default shaders could be loaded automatically (internally defined)
* *
* DEPENDENCIES: * DEPENDENCIES:
* GLFW3 (www.glfw.org) for window/context management and input [core] * GLFW3 (www.glfw.org) for window/context management and input [core]